Some upgrades coming to v0.1.8c Public Release (Patreon)
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Hello!I am changing things up this update cycle! Normally, whenever the B early access version goes live, I use that as my break time where I take 2-3 days off to work on other projects or just relax before getting back to work onto the next version.Not so this time aroundI released v0.1.8b around 3pm? EST yesterday and immediately got to work on some systems that were half done that had been sitting to the side and meant for v0.1.9a on Oct 17thWell... I didn't stop working until around 4 A.M. this morning finishing up most of the new melee crafting bench and many upgrades to the trader as well as a few other changes. ADHD hyperfocus happens haha...I decided to simplify many of the menus as I've had several complaints that they were confusing or just clunky. So lets see some of these upgrades shall we?We'll start with the trader!
Instead of all the items having their own separate pages to scroll through, it has been changed to a single page to scroll down. This should both save time as well as give visual clarity as to when new items unlock and become available.Oh what's that? Some new items down there at the bottom? :DNext!
Where the previous conversion page was, now is primarily for selling junk! And of course, yes the conversions are still there for those that rely on them!Junk is a new drop that is separate from the loot roll while scavenging. It won't be every time that you'll find something, but when you do! it may be a good idea to save it for when someone is looking for that particular item as the daily sought after item offers 3x the normal amount!As well as the changes to those 2 pages, I added a total of 16 new orders to be fulfilled in the orders tab.Slot A gets 6 new ones, slot B gets 5 and Slot C is now available at level 2 order fulfillment with 5 specialty orders that can get you some really good stuff!Onward to the Melee Crafting bench!
(EXPECT FURTHER CHANGES TO THIS PAGE ON RELEASE!!!)Forging new weapons has been condensed once again to a single page but still separated by blades or blunt weapons.The refining page! You can now modify basic weapons to be upgraded with whetstones and modded through a list of various mods! Some of these mods are going to be itemized rather than having flat costs. Mod items will be able to drop from combat, scavenged, or bought at the trader
To get an example of this that I've already added at the time of this posting is the padded wrap mod. It will reduce the lethal chance of any item it is applied to by 90% at a damage cost. For example say an upcoming weapon type has a 100% lethal chance, wrap that shit up to bring it down to only 10%!There will be outliers in the future that are incompatible with the padded wrap but for most basic weapons, it should be a great addition for those that are wanting a less lethal game experience!Oh and uh... this one might cause some chaos...
Yes, any melee weapon you modify is turned into a unique weapon that you may name yourself.If you post screenshots in the discord of your named weapons, be advised standard decency applies, anything racist or just outright completely fucked up may result in the screenshot just being deleted or all the way up to a ban depending on how bad it is. Please just have common sense! On to some other changes!
All companion stat level ups has been moved over to their stat pages so that you may better see what you're actually upgrading. The above change correlates to a new potion added to the game: Skill Reset PotionThe potion be already known with the requirements being 3 Delirium samples from down in the cave. In Delirium difficulty, players will not have access to this potion and will instead have to wait for extremely rare items coming in Act Ii if they feel like they made a mistake with their build.To use the potion, simply drink it and then sleep until the next day to trigger the level up screen to reallocate your skill points. Or you can give it to any of your companions to reset their own skill points.Some other changes to the game!Raised both player + companion level maxes to 10 during Act I, all player stats except Vitality has an act I max of 14-After Mainquest 7 is complete, the Raider Berserker is also added to the Metro enemy list, not just the raider safehouse enemy list-Dex's Crit bonus has been nerfed - Begins at 15% now with +1% per dex point and at a max of 35% from stats alone. Pushing past 35% crit chance will be reliant on items + potions. Stimulant potion already gives +7.5% crit chance, Clarity is another +5% crit and then a new honing weapon mod coming to the new melee crafting bench will add an additional +10% crit chance to that weapon it's applied to. If you wish to push it beyond that, there will be stat gated weapons coming in Act II to further specialize your buildsAlright!I hope everyone loves the new upcoming changes so far! Next on the list after I fix some bugs and ui things with the above changes, I will be getting to the Gunsmithing/armor table. Like with the trade window, i may make the decision to cut the item images from that bench to allow for more complex modding, I'll decide once I start work on it. Cheers!-BadPotato